Wulfgar

2nd Generation, 7th Sired by Userkaf, 566 BC

Curses
Terror in the Mists: "When the mists lay heavy upon the ground and sea, this clan says that the spirits walk there, and so when they are encountered by a fog shall they know a deep dread through all eternity. Their dread shall not be unfounded, for they shall face the Eater of the Dead, named Wendol, as the Dead Risen by the mists, and face their fears, or shall they fear such an encounter so terribly that they shall have half their wits about them. When sounded into battle however by the Raised Wendol, such a Fierce Rage shall seize the Wulfgar, that they shall fight the Dead Risen until they have defeated their enemy or themselves died. Also I grant the Wulfgar, the Power of the Beasts, Shapeshifters, and whence the Wendol behold the Wulfgar as animals, the Wendol shall fear them terribly, and shall retreat back into the fog. The Wulfgar shall become those things they fear the most, and thereof defeat their fears."

The Wendol Risen: Number: 1 d6. Levels: -1 level to the Wulfgar progressive per enemy. The dead risen shall not appear in the witness of human eyes.

The Five Curses of Userkaf: Sun Bane. Blood of Life. Pall of Death. The Black Veil. Blood Bondage.

Information
A Viking Horseman, Warrior Prince and Sea farer, Wulfgar never stays in one place too long. His love for adventure does not let him remain still long. He sires none who need to depend on him to rest long in one place, and though his wanderlust is not passed down in his blood, it is deeply ingrained in his nature nevertheless. He seeks wide, open, wild places still to this day, the cities of a modern age too busy, crowded and dirty. His business is trade, and he still loves the sea, and those independent individuals he Sires he sees every so often in his travels. His eldest Boli often travels with him. If truly needed by one of his progeny, he does go to them, but he is the first one to say he is a poor father. It is through an innate knowledge passed down to his progeny through his blood, that his blood brothers and sisters learn their blood crafts. Wulfgar is still alive as are three of his progeny.

Legend tells that Wulfgar created the Varghöss tribe of Lupus in 450 BC quite by accident, by siring a human named Mordigul while in wolf form. Supposedly Mordigul boasted that he lived up to his name, which meant courageous wolf, and could best any man alive, at what time Wulfgar asked him, 'Ah, but can you best a wolf?' at what time Wulfgar shifted into a mighty white wolf which combatted Mordigul, and bested him. Mordigul had put up a very courageous fight, however, and so rather than allow Mordigul to perish from his wounds, Wulfgar sired him while in wolf form. Mordigul did not wake from his death sleep for two weeks, and Wulfgar had lost hope that he would survive, only as the full moon rose, Mordigul's eyes opened moments before he transformed into a wolf, and ran off, never to be seen by Wulgar again. It is said he learned different gifts, and that only the power of the beasts did he inherit from his sire, and the power to sire by wounding and lapping at the wounds for a long duration. This occurance is believed possible because of Wulfgar's generation, and though other Wulgar vampires have tried to create lycanthrope out of their blood themselves, they have failed. The Varghöss tribe does have the same powers of the beast as the Wulfgar which makes it evident that the legend may be true.

Dynasty of Wulfgar
Boli, 3rd Generation, Norse male, sired 401 BC by Wulfgar.
Druian Doneghel, Norse male, 3rd Generation , sired AD 701.
Brauck MacKinney, Irish male, 3rd Generation , sired AD 1101.
Corann, 4th Gen., Norse male, sired by Boli in AD 675.
Cedric, 4th Gen., Norse male, sired by Druian in AD 902.
Artis Briggot, 4th Gen. Irish female, sired by Brauk, in AD 1601.
Finn Dallas, 5th Gen., Irish male, sired by Artis in AD 1967.

Anubian Trait Abilities

All of these abilities share the same level. When a level is gained in Anubian Trait Abilities, all traits increase by that level. This level decides the base level of the vampire.

All Anubian Vampires share these abilities and traits in common unless stated otherwise.

Haze of Forgetfulness: the vampire can haze the mind of a blood victim or a witness to make them forget anything they have observed or experienced in concerns to the vampire since laying eyes on them. The subject simply has a hole in their memory, a black out, of that duration. This power must be used on a subject within 24 hours of first encountering the vampire for it to be effective. Success depends on the vampire covering the subject's eyes or brow with his/her hand for a count of 30 seconds (-1 second per level to time of 5 seconds) while applying this ability. All Userkaf vampires have this ability.

Mending Kiss: the vampire's saliva heals the flesh of minor wounds (cuts,punctures, and abrasions) but cannot mend serious or fatal wounds. All Userkaf vampires have this ability.

Quickness: the vampire is capable of moving with amazing speed, +3 mvm, +1 mvm per level applied. All Userkaf vampires but those with haste have this ability.

Selective Command: The Power to command who is, and is not affected by the Vampire's powers and abilities. All Userkaf vampires have this ability.

Temple of Prowess
Strength: +6, and +1 per level
Stamina: +10, +2 per level
Agility: +1 per level
Stealth: +5, and +1 per applied stealth gift level
Regeneration: +15, +1 per level

Feral Prowess - Fearless courage in Battle or when under attack which increases their adreniline so potently that their flesh grows tough and their physical constitution grows so powerful that they take half damage against weapons and magic attacks. When under the influence of feral Prowess, it is almost impossible to dominate or control their will, and they shall fight to the death or until the threat is gone. Damage to Wulfgar reduced Greatly.

Opposing Ace rolls are Nulled as Damage and Successes. Wulfgar Ace rolls count as normal Successes with damage unchanged. +2 Bonus Roll.

Combine Powers - Wulfgar must be at level 4-{10-12} to combine powers successfully.

Ancestral Abilities

Power of the Beasts
1-{1-3} Animal Kinship - Animals are unafraid of the Wulfgar and will approach them as if tame.
2-{4-6} Shapeshifter - The ability to shapeshift into immortal Animal Forms. One animal type per Level gain. Start with One.
3-{7-9} Strength of the Beast - increases their Vampiric strength by +5-{Attack/Defense Rolls.} 4-{10-12} Quickness of the Beast - increases their movement and actions by +5-{Attack Rate and Movement.}
5-{13-15} Eyes of the Beast - They can see through the eyes of an animal, and have night vision.
6-{16-18} Ears of the Beast - They can hear through the ears of an animal.
7-{19-21} Spirit of the Beast - Wulfgar can join with any animal in spirit to travel through them, see through them, hear through them, and gain their instincts, while the vampires remains in place. +5 instincts, +5 taste, smell, and vision. They can also use beasts as guardians.
8-{22-24} Eyes of the Raptor - Telescopic vision. See up to .25 miles away per success.
9-{25-27} Aspect of the Beast - They can tap any aspects of an animal and manifest that aspect in themselves.
10-{28-30} Beast Master - They can speak to, and command the beasts, use beasts as guardians, tap any animal aspect of a beast, forumlate bestial commands, enchant weapons with animal aspects, ward with animal aspects.
Note: If using Hit Dice-Combine Strength and Quickness of the Beast for +4 Bonus, otherwise add +4 d6 to roll.

Gate Walk
Wulfgar can walk through dimensions and over distances through a gateway of mist.
1-{1-3} Touching subject.
2-{4-6} Within 30 feet of subject.
3-{7-9} Within visual range of subject.
4-{10-12} Within same city/borough as subject.
5-{13-15} In same state/providence as subject.
6-{16-18} In same country as subject.
7-{19-21} In same world as subject.
8-{22-24} Able to contact various subjects at same time anywhere in the world.
9-{25-27} Able to contact subjects anywhere and at any distance.
10-{28-30} Able to create mind gates to influence subject through telepathic connection.

Telepathy
1-{1-3} Touching subject.
2-{4-6} Within 30 feet of subject.
3-{7-9} Within visual range of subject.
4-{10-12} Within same city/borough as subject.
5-{13-15} In same state/providence as subject.
6-{16-18} In same country as subject.
7-{19-21} In same world as subject.
8-{22-24} Able to contact various subjects at same time anywhere in the world.
9-{25-27} Able to contact subjects anywhere and at any distance.
10-{28-30} Able to create mind gates to influence subject through telepathic connection.
This Power can ONLY be unlocked in another by their Sire with these words spoken as the Sire places his hand upon his Progeny's brow- "Udjat Khonsu Kemet" The eye of Horus called to the black sands-{children of Egypt.}

Presence
The power to manipulate the emotions and mind of others through the vampire's presence. Presence can be resisted by Willpower vs. Constitution of Effect.
1-{1-3} Infatuation-Subject becomes intrigued with the vampire and desires them.
2-{4-6} Induce Fear-Subject fears vampire and compeled to retreat from vampire's presence.
3-{7-9} Respect-Subject is awed with the vampire, and trusts what the vampire says to them.
4-{10-12} Induce dread or Euphoria-Vampire can induce others to either dread their presence and have an impulse to flee from them, or feelings of euphoria which make subject feel giddy.
5-{13-15} Induce Obedience or Rage-Subject obeys the vampire, or vampire can send subject into a violent rage focused on another subject.
6-{16-18} Induce Frenzy or Sleep-Vampire Induces a frenzy in another person or vampire and directs that frenzy towards a select subject, or charms subject into a deep, restful sleep.
7-{19-21} Dominate the Will-Vampire's presence dominates another and brings their will under their command for a day or two.
8-{22-24} Command the Will-Used with Dominate the will, the subject is under absolute command of vampire.
9-{25-27} Enslave the Will-The subject's will is enslaved to vampire until the vampire releases them.
10-{28-30} Master of the Horde-Induce multiple targets within an area of a city with any emotion and influence that emotion towards an end.

Charms of the Undead
Charms can be resisted by Willpower and Logic vs. Willpower and Constitution of Effect.
1-{1-3} Stupor-Vampire scrambles subject's senses making them dazed and confused.
2-{4-6} Visual Projection-Subject sees glimpses of things that are not there which vampire projects from his mind.
3-{7-9} Sensory Illusion-Vampire causes another to smell, feel, hear or sense things that are not there.
4-{10-12} Deluded Perception-Subject's perception is deluded by false visions, scents, sounds.
5-{13-15} Dementia-Subject collapses into a full blown, schizophrenic attack and can not tell the difference between reality and delusions.
6-{16-18} Abhorrent Psychosis-Subject hates everything in sight and rants and raves about what they hate about it, growing unnaturally violent as their temper boils over with abhorrence. Vampire meanwhile blinds subject's perception to their presence.
7-{19-21} Insanity-Vampire implants subject's mind with a permanent psychosis, determining what triggers it and the effects of that trigger.
8-{22-24} Addled Dementation-Subject is reduced to a permanent state of dementia and become very absent minded, forgetting one moment to the next while they are incapable of separating reality from their frequent hallucinations which include touch, taste, hearing, scent and vision.
9-{25-27} Nightmare Reality-Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestion of their deepest dread.
10-{28-30} Architect of Reality-Vampires invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.)

Vampiric Temple
1-[1-3] Fangs:  +1 damage per 100 years of age with max damage of +5.
2-[4-6] Claws:  +2 damage per 100 years of age with max damage of +8, or +15 with large claws and hands and huge vampire form.
3-[7-9] Wings:  If Winged; Massive, bat-like wings, vary in color from black, grey, brown to white if vampire is albino, retractable, can shield from attacks but ability to fly is compromised if wings are badly damaged. Flight must be learned and perfected. Flight Level = Vampiric Temple Level. Wing Fortitude is 50% of fortitude. If not winged, clan has an animal form.
3-[7-9] Improved Prowess:  +2 Fort, Strength and Regen, take with or without wings.
4-[10-12] Vampire Form:  can dmg. foe with fangs, wings and claws in an attack, and can block with wings as well as take flight. +2 Fort, Strength, and Regen, includes beast or bestial forms if vampire has any.
5-[13-15] Enhanced Vampire Form:  combine physical advantages. Height up to +3 feet, with +1-HB range bonus per increased foot, +3 Fort, Strength and Regen. Includes ether forms shift if vampire has any.
6-[16-18] Master Vampiric Form:  Stature and muscular increase in complete shift of Fangs, Claws, Wings, Height, Bestial Form (if any) and Claws while fortitude, strength, and regeneration is enhanced +6, Stamina is enhanced x 2.
7-[19-21] Vampiric Menace:  Shadows spread around vampire and presence emits an aura of terror in full form shift. Level = # d6 +7 vs. Constitution.
8-[22-24] Physical Majesty:  Vampire can use vampiric temple with supernatural haste in combat combinations for +1 HB or AR per ace, or haste winged flight. All physical checks increased by +8, Stamina enhanced by  x 2 + 10.
9-[25-27] Arcane Prowess:  Vampire can imbue their claws and fangs with their blood to inflict a gift effect on a victim, and have great command of presence, their inborn gifts of haste are at the highest level, their strength phenominal with +2 d6 bonus on all PA or MA rolls and all other gains of majesty.
10-[28-30] Godly Presence:  Vampire can enhance in height and increase presence dramatically, their shadow spreading to eclipse an area up to 50 yards in perimeter, while their presence radiates their chosen state of mind so potently that the will and mind of those who fall under their shadow crumbles, -10 d6+10 to Subject's Willpower and Constitution.
11- {31-35} Improved Power - +1 to any temple stat, use any temple ability at this level.
12- {36-37} Improved Power - +2 to any temple stat. use any temple ability at this level.